I could add a file as you suggest, but what a pain it would be to manage!

For you:

If you agree, I can design (suggest) an algorithm.

First step when IL2DCG creates a new campaign, next steps, when IL2DCG creates the successive missions.

No obligation to restart a running campaign if the airfieldsrestriction.dcg file is created after the begining.

For me/the player:

At the mission begining, I read the debriefing. I know that some planes crash at take-off (because they are down at the really begining of the mission/debriefing). I easily know wich planes crash and where (since IL2DCG 3.49b11). I edit/create the airfieldsrestriction.dcg file (in the \Data folder), I add the concerned airfields/planes according to the form of presentation.

No obligation to restart a running campaign if the airfieldsrestriction.dcg file is edited after the begining.

When IL2DCG creates the next mission, it finds some entries in the airfieldsrestriction.dcg file. The squadrons/planes are transferred (with some losses at take-off again) to the DeHome/RuHome (from the allcampaigns.dcg file in the \Data folder).

All others squadrons/planes transfers comply with this rule (no transfer from the DeHome/RuHome to a wrong airfield).

Haha. Now you have me thinking about DCG just compiling a list on it's own based on the results in the log file. Multiple crashes shortly after takeoff could easily be captured and DCG could restrict that type of plane from the field by compiling it's own restriction file. Of course, it could also be modified by the player.

Edit (for the last time today, I hope): Saying that a rookie squadron is taking-off safely 23 min after the begining of the mission. I and my mate(s) attack. Some of them panic and go down because they are rookie and hit a hill/mountain. So, I think that only the begining of the debriefing/eventlog.lst is reliable...

I had a similar issue with a modded BoF map where not even MB.152s could take off safely from some historically short runways. While standard Il-2 runways are 1500 to 2000 m long, those early-war grass airstrips are less than 900 m.

Perhaps it would be easier to introduce a new FieldAirstrip location type to prevent anything but ultra-light planes to take off from. Much depends on how DCG 'decides' which airplane is fitted to which airfield type. Is it hard-coded for each model, or is it derived from the plane role type as defined in class.dcg? I guess the latter is the case, and anything but level bombers can operate from airstrips as well, no matter how long a runway they actually require.

Changing the role type would mess up mission assignments, but a tripartite airfield classification with a corresponding one-digit entry in the class.dcg file would do the trick (0 = all airfield types for light planes; 1 = only airstrips and airfields for most of the rest; 2 = only airfields for the heavies). The only question is if it's worth the effort to re-code DCG and to provide the data manually for each plane type.

The stock game has about 450 planes, but the WWII module of the biggest modpack has above 1000. IMO the effort would be disproportionate to the gain. I think the solution is to simply forget about extremely short airstrips when creating DCG campaigns. But if you give it a thought, you might consider redefining the 'side' digit which is redundant in a way. (There are no flights without a squadron assignment, and squadrons are linked to a country and, hereby, to a side.)

If you have fresh energies I would rather propose taxi to takeoff and takeoff in pairs as challenge candidates . I still have my old test files and plenty of ideas how to implement that feature

Because they have to be able to land everywhere in order to resupply/repair the Location_Airfield/_Airstrip. So they have to be able to be transferred from DeHome/RuHome to all airfields even the wrong airfields.

Attached:

Slovakia_Online194403020.mis

Slovakia_Online194403020.properties

log.dcg

debriefing.txt

If you are ok to do the job, only the first four minutes are reliable. So, only the string "shot down by landscape" founded between the "Mission BEGIN" time and the "Mission BEGIN" + 240 seconds time need to be taken into account.

This solution works with every kind of airfield (short, long, in flat land or in mountainous region), with every kind of plane (heavy bomber, medium bomber, light bomber, fighter), any squadron size (2 planes to 16 planes) and any AIs skill (rookie to As).